Hello! I'm Tom. I'm a game designer, writer, and programmer on Gunpoint, Heat Signature, and Tactical Breach Wizards. Here's some more info on all the games I've worked on, here are the videos I make on YouTube, and here are two short stories I wrote for the Machine of Death collections.
By me. Uses Adaptive Images by Matt Wilcox.
The game is now out on Mac and Linux!
The fine folks at Abstraction have finally got Gunpoint working well enough on OSX and Linux that we’re ready for you guys to give it a try and see what breaks.
If you already own Gunpoint, right-click it in your Steam list and go to Properties. Under the ‘Betas’ tab, choose ‘maclinuxbeta’ and ‘OK’. The game should update.
If you don’t already own the game but would like to help test it on Mac or Linux, add yourself to this mailing list: if I can, I’ll get some time-limited beta keys to let you guys in too.
If you find any problems, post in the Mac or Linux support forums to tell us about them! Tell us as much as you can about your system, what you were doing, and what happened.
Caution! The Mac and Linux versions are in beta, so I don’t recommend buying the game yet if that’s what you’ll be playing on!
To make sure everyone has the latest fixes, the beta is Steam-only. When they’re ready, the Mac and Linux versions will of course be available DRM-free for people who bought here or on the Humble Store. And buying it from anywhere at any time on any of these three platforms means you own it on all three.
Gunpoint will have a level editor! Here’s a quick video of what it’s like to use:
This is by far the most requested feature both from people who’ve played it and people who haven’t. I always planned to add one after release, but when I came to see if it was feasible, it turned out to be easier than I thought. It’s working nicely enough now that I can have it in for release. Which will be… in the future.
Here are some cool things about the level editor: Continued
After three years of working in my weekends, Gunpoint is out! Try it first, then if it works OK and you like it, buy it below!
They’re fancy! You can get all three from Steam or from here, and you can upgrade to any of them later. Here are the details!
If you already have the base game, you can buy the extras from these editions separately:
Note! The Exclusive Extras don’t include the Special Extras, they’re separate.
Have some facts!
Thanks so much to everyone who’s already bought it. I have been hurled across the room by your generosity, crushed against the wall by your enthusiasm, and stamped into a broken heap by your support. It’s the good kind of heap.
I’m drunk to announce that Gunpoint is in the Humble Indie Bundle 12! Best of all, you get it no matter what you pay. No! Best of all is what else you get if your generosity stretches to the princely sum of ten dollars:
What is not a game, this is just an alarming selection of stuff. And for the first time ever, there’s also a $65 special edition that comes with a load of physical goods like:
This has been in the works for a loooooooong time, and it’s only thanks to the hard work of the guys at Abstraction that we have Mac and Linux versions of Gunpoint to make us eligible to be in one. I’m particularly delighted to be in this one, with such extraordinary company (two BAFTA winners!), because the biggest upside for me is the sheer number of people who’ll hopefully get to try our game. And when Gunpoint is nowhere near the headliner, lots of those will be people who might never have tried it otherwise.
With a comical inevitability, I have to admit I can’t see Gunpoint being ready for Christmas. Lots of elements I think of as ‘done’ aren’t really ready, and finishing each of those seems to take about as long as coding them in the first place. Then there’s level design.
I’ve been mentally filing levels under ‘content’, stuff I already know how to produce and which just needs a little grunt work to churn it out. I’m now discovering that it’s really more like the game systems: something that shapes the experience so fundamentally that you need to get it in early and keep tweaking and revising it as you go along.
I’ve also learnt a lot about the difference between a puzzle game and something more open ended like Deus Ex, and some of it really surprised me.
In the first prototype that included the Crosslink device, you could literally link any device to any other. It was fun to mess around with, but there was no game there really – as I think all testers noticed, you could stand by one light switch and just wire it to everything else you wanted to change.
It was never going to stay that way, I knew how to shape it: I put some devices on different coloured circuits, ones you can’t rewire until you reach the right circuit box and tap into it. That let me design puzzles: proper obstacles to your progress that you have to think your way around, tapping into the right circuit and finding ways to get to the next one.
I guess I just assumed that was level design, because when I sent out the last build I realised I’d pretty much ended up with a straight puzzle game. Sometimes it works, other times it feels like it’s just keeping you busy: you have to get to this circuit box to progress, and there’s really only one way to do it. If figuring out that method isn’t interesting, the only fun is in the basic interactions: pouncing, punching, executing chain reactions, knocking people off rooftops and through windows.
I should probably be happy with that. I asked testers what they’d give the game if they were reviewing it, and the overwhelming majority said 8/10. Even accounting for a large positive bias in the selection process, that’s way better than I was hoping for.
But I still want it to be more than a puzzle game with punching. The point of the Crosslink mechanic is to let the player be creative, and I feel like I must be able to do a better job of that.
So I tried designing a new level with a completely different philosophy: make a building, not a level. Just make sure there are at least two routes to every objective and sub-objective.
It was terrible. It might be the worst level I’ve ever made. It felt like the game was just broken – you keep asking yourself “What’s this room for? Why would I want to go there? Wait, I’ve completed it? Did I cheat?” It wasn’t easier than the other levels, it just felt like most of it was misleading or irrelevant.
I tried it a few other ways and kept running into the same problem:
So, you just do that one. Even if you notice the others, they add nothing: it feels pointless to take a longer or harder route, even if it involves some interesting tricks.
This really surprised me. I’ve always thought the opposite: that alternate routes are always valuable, even if you don’t take them, because you appreciate having options. Nope! Sometimes alternate routes are just noise. Sometimes having a lot of options just makes it feel like there isn’t really an obstacle at all, so getting past it feels more like a commute than a challenge.
So why do I enjoy taking alternate routes in Deus Ex? Why don’t I always go for the first or easiest one?
Honestly: because it sucks. In Deus Ex the shooting is intentionally bad, and even in Human Revolution, the cover shooting is nothing like as cool as the stealth. Deus Ex doesn’t offer you choice by presenting you with door A and door B. It presents you with a really difficult and awkward door A, then says “Oh no! I can’t believe you found a vent!”
Choice, I think, needs to be a fuck-you from the player to the designer.
You have to see and understand what you’re expected to do, and make a personal decision to reject it. Either because you just don’t like it, or because it doesn’t fit with the play style you’ve chosen.
In Gunpoint, that means I actually do want one clear solution to each puzzle. I just need to give you the power to override it and do things your own way if you want to.
I haven’t finished figuring out my full solution to that yet, but here’s what’s working well so far:
All my favourites are old ones that I’ve changed bit by bit, adding sneakier possibilities as they occur to me, and encouraging fun situations I found myself in when testing. Pretty much by accident, these have one clear solution and a bunch of ways to bypass it.
I’d already planned for clients to have optional requests – “There’s an extra $200 in it for you if you don’t hurt anyone.” Now that I’ve put these in, they add complex, tricky and ever-changing routes through the levels that I don’t even have to design. Avoiding guards is almost always possible just because you’re so mobile, but it’s much harder than taking them out. It’s not a fuck-you to the client, but it’s a fuck-you to the conventional design of the level.
I’ve added some tools you can buy which can let you shortcut certain types of puzzles, and set up more elaborate chain reactions and traps. The Transfuser, for example, lets you connect two things that are on different circuits, with a pretty blended wire that shades between their different colours.
These gadgets have charges, and your total carries over to future missions. So sometimes the shorter route has a cost associated with it, and it’s up to you when you think it’s worth it.
You can upgrade lots of different aspects of your kit to suit different playstyles. If you go for one heavily, you can sometimes get past obstacles with the method they’re designed to stop. The Deathfluke, for example, repels a percentage of the least accurate shots fired at you. Upgrade that and your jumping speed enough and enemies have a hard time hitting you, letting you get past them in some situations you’re not meant to.
So that’s partly why it’s taking longer. I’ve got five or six levels that need designing from the ground up, and six or seven more that need a few more iterations to make them more flexible and fun. Then there’s the little stuff, like creating a scripting engine for story events and writing the entire game.
Truthfully, I have no idea how long that stuff will take me. Lyingly, let’s say March and I’ll let you know when that seems impossible too. If you’ve mailed me about testing, I should have a version for you in December.
Gunpoint got lots of wonderful write-ups when I put up the first batch of shots two weeks back. In fact, the reaction took me by surprise a bit, and I’ve been struggling to keep up with all the interesting e-mails that have come in since.
I wasn’t expecting anyone to cover this, so I didn’t really talk to anyone beforehand. If you work for a site or mag and are interested in covering Gunpoint, just drop me a mail at pentadact@gmail.com.
I’m always happy to sort you out with a recent build so you can have a play, and answer any questions. I managed to do this with Ars Technica, so their piece is a preview. Here are some quotes from that, and some of the other lovely words people wrote about Gunpoint.
Gunpoint hands on: an intelligent indie spy thriller—with breakable glass
“Guns actually introduce tension into the game, which is a rare thing in modern action titles… In minutes I felt like a capable killer, and began skulking around each level like a pro. The full release can’t come soon enough.”
Gunpoint Points Out Its New Look
“In between murdering trees and optimising for search engines, Tom’s drafted in some artists to dramatically overhaul the game’s look, which results in the rather eye-catching, Flashback-y aesthetic…”
Secret agent indie Gunpoint makes being an electrician cool
“From plumbers and farmers to … Noids, video games have a long tradition of elevating blue collar jobs to rockstar status. Now, after eying these new Gunpoint screens, it looks like we’ll be adding “electrician” to that list when Tom Francis’ secret agent game arrives this Christmas.”
This Indie Game is Giving me Flashbacks of, Well, Flashback
“It looks wonderful, in a “Deus Ex meets Canabalt” kind of way. It also helps the game has photocopiers. I love games with photocopiers.”
Stealth Platformer Gunpoint is Looking Mighty Fine!
“Gunpoint looks absolutely glorious.”
Gunpoint’s Graphics Now As Awesome As Its Concept
Short version: Gunpoint is half-price for two days, you can now upgrade between editions, and we’ve added trading cards. Here’s a video explaining all that:
If you own the Exclusive Edition of Gunpoint on Steam – or the Exclusive Extras as DLC – you now have access to a Windows-only, very rough and time-limited alpha test version of Heat Signature!
If you don’t, though, I don’t recommend buying it just to get in on this! This is very unfinished, very unoptimised, and time-limited: I will close it down in two weeks and then you won’t have it anymore. It exists purely to help me find problems with the game and get people’s thoughts, not necessarily to give them the best experience or one I’d charge for individually. Continued
I feel terribly guilty about Gunpoint’s success, so I often wonder if there’s some way I can use what I’ve learned from it to help. The trouble is that offering any kind of advice seems to make people angry – people who aren’t in your exact situation feel like you’re ignoring their circumstances, criticising their methods or dismissing their struggles.
So maybe I can take some advice from myself and share my experiences instead of my opinions.
Lately I’ve got to talk to a lot of developers at conferences and festivals, particularly ones who are working on their first indie game and have lots of specific questions about what we did with Gunpoint. So probably the most helpful thing I can do is give a kind of structured breakdown of Gunpoint’s conception, development, recruitment and promotion, then let people delve into whatever they’re curious about.
It’s not a guide to what you should do, it’s just a guide to what I did and how it worked out. Click a topic to expand it. Continued
A quick update on how Gunpoint’s going.
I AM SO SORRY I LEFT AUTOFOCUS ON! I will remember to disable it next time. My camera is great at everything except detecting how far away an almost stationary human in the center of the frame is.
Stop what you’re doing and play the Gunpoint demo! (Also on Steam!)
Note: If you don’t have admin privileges, choose a different folder than the default ‘Program Files’. Sorry, I’ll get a new version up with a different default.
Like it? Pre-order it! Really like it? Get a fancy edition!
Unbelievably, Gunpoint is out next Monday, the 3rd of June.
I’ve been working on Gunpoint for three years, and it could be a turning point in my life. If it does well enough, I will quit my job to become a full time game developer. I could make more games like this, hopefully better and more quickly. This would be amazing.
Gunpoint is not really a mass-market thing, but I’ve noticed that it just clicks with some people. If those people are happy to support it in exchange for a few extras, Gunpoint could succeed because of passionate players, rather than just a very large number of players. This would be amazing.
I’ve tried to design the extra goodies so that if this was an indie game I was excited about, like FTL, I’d buy the $30 edition no question. But I know everyone’s circumstances are different, so I’ve made sure the base game is the same for everyone – no exclusive missions or bullshit bonus items.
If you can’t afford to go fancy, you can still do me a huge favour by spreading the word and pointing it out to people who do Let’s Plays and the like. Speaking of which, anyone who does game videos to a decent following (say 1,000 subs or followers), get in touch.
So, what fancy editions? What fancy editions!
Have some facts!
Thanks so much to those who helped Gunpoint by expressing excitement
or telling people about it. It would have been much harder without that.
I am now a useless ball of nerves, so I’ll stop here and let you know how it goes. Cheers!
Game release dates should probably be phrased as “I don’t yet know why the game won’t be ready in July.” I’m changing this for Gunpoint to “I don’t yet know why the game won’t be ready by Christmas.”
It’s going well now, actually. But here are the two things I didn’t know when I predicted July:
2 means I can’t make much progress on the game’s levels while John is still working on the character art, because you can’t make what you can’t play. He’s burning through it super fast, though, and it’s starting to look awesome in-game. The player character, Conway, has just the right mix of super-spy suave and silliness. Here’s one of my favourite animations for him so far:
All the basic movements are already done for the player character, so all I really need is for one guard type to be jumpable-on and punchable-in-the-face. That’ll be enough to make actual levels that work, even if a lot of the poses and sprites are placeholder. As before, I really have no clue how long that part will take.
Meanwhile Fabian has been creating a gorgeous logo concept – one that combines an elegantly simple icon I can’t believe I didn’t think of, but in the context of a sumptuous image that gets across the rainy city atmosphere. I’m not quite ready to show that yet.
80% of development takes 10% of the time you think it will, and 20% takes 800%. It’s much easier and nicer working without fixed deadlines, so I’m not worried about how long it takes. There’s no feature-creep: my idea of what the finished game will be has been fixed for a long time now, and we’re getting significantly closer to it all the time.
So let’s say Christmas, and I’ll tell you why it isn’t Christmas this Christmas. Sorry it’s been a while, by the way – follow @GunpointGame on Twitter for more regular updates and face-palming.
I get to go to GDC for the first time this year, to cover it, give a talk, demo my game, and lose an award! I thought I might need some classy-ass business cards to give to all the classy-ass people I’m sure to meet there, so I did these via Moo.com. Details are on the back, on the same scene in Crosslink mode.
From what I understand of business, the quality of your card stock and matte laminate are the primary traits by which companies attract a mate, and beyond that your actual work has little bearing.
Gunpoint will be playable at Minecon in Paris this weekend! I’ll be around to answer any questions. Say hi if you see me, I look like this.
I’m also giving a talk on the Sunday, about what I’ve learnt as a critic making my first game. That’s at 10.30 AM Sunday, in the Indie Theater, which is in the New York Convention Centre. That’s just a name, it’s in Paris like the rest of it.
If you won’t be there, my talk should be going online afterwards.
Edit: This isn’t new, just separating it out from this so it can live on the new Gunpoint site.
Gunpoint’s at a really exciting stage now – character animation for the player and the basic guard type is done, so the game has a lot of its final ‘feel’. And John’s just passed over the first set of environment art, along with a mockup showing all of it crammed into one showcase level – a real one would be less busy. And check it the hell out (click):
It looks way too good. Now I feel like I’ve got to make a proper game or something. The background is obviously just a stretched version of Fabian’s original at the moment, but the rest just looks done. Which means I’m way behind on the coding side of things.
So by the end of this weekend, I want to have all of Gunpoint’s Act One working: that’s the first for or five levels, which mostly use this tile set. It’s sort of about escape anyway, come to think of it. By the end of them, the player should understand all the basic mechanics and have played around with crosslinking a bit – enough to see the point of it.
It’ll also kick off the plot, and resolve the most immediate part of it, but how much of that will work at this stage I don’t know. I’ll certainly get the actual dialogue in there – so far, writing has been the easy bit.